Passives are special traits possessed by Warframes and weapons and that provide them unique abilities or bonuses without requiring energy. Some Passives are always active while others may only activate upon a condition being satisfied. Passives are unique to each Warframe and weapon.
Warframe Passives[]
Ash
Slash procs inflicted by Ash's weapons and abilities deal 25% more damage and last 50% longer.
- Bonus is also independent of faction damage bonuses, stacking multiplicatively with them.
- Bleed duration bonus stacks additively with status duration mods such as Lingering Torment.
Atlas
Wielding explosive power and incredible stamina, Atlas strengthens his insurmountable durability through battle. Atlas possesses various passive mechanics highlighted in the tabs below:
Strong as the mountain, Atlas is immune to Knockdown while in contact with the ground.
Rubble is a pickup item unique to Atlas that drops from petrified enemies and Rumblers on death. Rubble restores Health to Atlas if he is injured; if Atlas is at full health, Rubble instead grants additional Armor that decays over time.
- Each petrified enemy and each Rumbler will drop 1 piece of Rubble that restores 50 health or provides 50 armor. Rubble will remain on the ground for 30 seconds before crumbling away if left untouched.
- Enemies petrified by Path of Statues' rock trail, Petrify's flash, and the summoning of Rumblers are eligible to drop Rubble.
- Petrified enemies killed by Landslide grant 75 health or armor from their dropped Rubble.
- Rumblers that sustain damage to their health will grant less health points or bonus armor from their dropped Rubble.
- Rubble will not grant armor if at least 1 health point is missing from Atlas' maximum health pool. Excess health points gained will not overflow into bonus armor points.
- Rubble armor is displayed in a circular gauge on the HUD above the ability icons.
- The current number of bonus armor is shown below the gauge and will visibly subtract as bonus armor decays or add as Atlas picks up new Rubble.
- Armor bonus is capped at 1,500 points.
- Bonus armor decays at a rate of 5 armor points per second.
- Decay rate is doubled when Atlas is inside a Nullifier Crewman's bubble or inside a Fog or Nul Comba and Scrambus's nullification field.
- Upon picking up Rubble to gain bonus armor, bonus armor decay is paused for 2 seconds. Picking up Rubble to restore health points will not pause armor decay.
- Bonus armor will not be lost if the player falls out of bounds, but will be lost in the event of a host migration.
- The stone icon in the center of the gauge will enlarge or shrink depending on the amount of bonus armor stored. At 0 bonus armor, it remains a pebble; at 1,500 bonus armor, it becomes a large boulder.
- Rock formations will appear on Atlas' body as he accumulates bonus armor.
- Rubble pickup can be vacuumed by Sentinels or the Warframe's innate vacuum radius, or fetched by Companions.
- Rubble pickups resemble a piece of stone encased in a translucent layer of reflective rock-shaped metal, which is tinted in Atlas' chosen Warframe energy color.
- Rubble pickups spawned when a petrified enemy or Rumbler dies while airborne will fall to the ground.
- Main article: Rubble Heap
Rubble Heap is a Warframe Augment Mod for Atlas' passive that makes Landslide cost no energy, increases its damage, and increases its speed when his Rubble count is above a threshold of 1400.
Rank | Damage & speed multiplier | Cost |
---|---|---|
0 | 1.25x | 6 |
1 | 1.5x | 7 |
2 | 1.75x | 8 |
3 | 2x | 9 |
Banshee
All of Banshee's equipped weapons, including Gunblades such as Redeemer, and weapons equipped on Sentinels should they be present, are treated as silent.
Baruuk
Baruuk's tolerance for violence wanes as his hand is forced by his foes. Restraint is a resource unique to Baruuk that provides up to 50% Damage Reduction when the meter is completely depleted.
- Restraint meter is displayed in the lower-right on the HUD, above the ability icons.
- Restraint meter starts fully filled, and is depleted using Baruuk's abilities:
- Each attack evaded through Elude erodes 1.2% from the meter.
- Each enemy affected by Lull erodes 0.8% from the meter.
- Each enemy disarmed by Desolate Hands erodes 1.6% from the meter.
- Baruuk's fourth ability Serene Storm utilizes Restraint instead of Energy to cast and maintain. Using this ability refills Restraint meter by 4% on activation and by 0.8% per second until the ability is deactivated.
- Restraint can still erode from using Baruuk's other abilities during this ability.
Caliban
Versatile and resilient, Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.
- Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
- Passive values are not affected by Mods.
- Damage over time from procs (such as Slash or Toxin for example) will not contribute nor maintain damage resistance.
- Damage reduction effects such as those of Adaptation do not stack with Adaptive Armor. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
- Unlike Adaptation, his passive only triggers off actual damage taken. Damage taken while invulnerable, or damage that is blocked, will neither contribute nor maintain damage resistance.
Chroma
Chroma possesses an extra midair jump and bullet jump. Wings matching Chroma's energy colors will form during these maneuvers.
Chroma can alter his abilities to match any basic (uncombined) elemental attribute of the player's choice. Customizing Chroma's primary emission color determines what abilities he starts with. Color choices are grouped into four categories with each category corresponding to a given element:
- red, magenta, brown, orange and bright yellow hues being Heat;
- blue and purple hues being Electricity;
- green, lime, teal and dark yellow hues being Toxin;
- white, grey, black, and some faded colors being Cold.
Note that players do not need to purchase color palettes to unlock the full potential of this trait.
While customizing his emission color, Chroma's active element is displayed in the form of an icon ( Heat, Electricity, Toxin, Cold). This imgur album can serve as a reference for future color palette purchases.
Customizing the secondary emission and the energy colors will have no effect on Chroma's chosen element.
Abilities can be cycled mid-mission using Spectral Scream.Ember
Reveling in the heat of combat, Ember gains 5% extra Ability Strength for every enemy burning with an active Heat status effect within a 50 meters radius.
Equinox
When Equinox collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively.
- Equinox's passive stacks additively with Equilibrium, for a total conversion of 120%.
- Unlike Equilibrium, does not enable the pickup of orbs while their respective resource pool is full, even for the purpose of conversion.
- This is likely an oversight, not an intentional design decision.
- The effect of Arcane Pulse does not apply to health from converted energy orbs.
- The effects of Arcane Energize and Energy Pulse do not apply to energy from converted health orbs.
Equinox can shift between two forms to alter her abilities: the offensive-focused Day-Form or the defensive/supportive-focused Night-Form. Customizing Equinox's primary emission color determines what form she starts with:
- Bright hues change default form to Day-Form;
- Dark hues change default form to Night-Form.
Note that players do not need to purchase color palettes to unlock the full potential of this trait.
While customizing her emission color, Equinox's active form is displayed in the form of an icon. Upon changing colors, her combined form in Arsenal preview will also change her stance animation to reflect the chosen form's personality.
Customizing the secondary emission and the energy colors will have no effect.
Forms and abilities can be cycled mid-mission using Metamorphosis.Excalibur
Excalibur has improved mastery in the Tenno art of the blade, receiving +10% Attack Speed and +10% damage bonuses for melee attacks while wielding the following weapons:
- Swords, such as the Skana.
- Dual swords, such as the Dual Skana.
- Nikanas, such as the Dragon Nikana.
- Rapiers, such as the Destreza.
- Exalted Blade
- Bonuses are additive to mods such as Pressure Point and Fury.
Excalibur Umbra exhibits sentience, allowing him to remain active in combat even when a player uses Operator form, acting similarly to a Specter.
- Umbra can receive damage and healing in his specter form. Health and shields lost in his specter form will not be restored upon returning to Umbra unless all of Umbra's health is depleted.
- Once all of Umbra's health is depleted, he will stop moving or attacking.
- The player does not die or lose a revive, however, if Umbra's health is depleted.
- Umbra can use any equipped weapon and most abilities, which will take into account any mods installed.
- When enemies come within 3 meters of Umbra, he will automatically switch to the equipped melee weapon.
- If no melee weapon is equipped, Umbra will not attack enemies who approach him, but will still cast abilities.
- Umbra's weapons will still expend ammo reserves normally. Umbra is capable of looting ammo pickups, and will actively search for them should his ammo reserves be depleted.
- Depleting all ammo reserves displays a red ammunition icon above Umbra's head.
- Squad Ammo Restores will replenish ammo but only if the player is in range, even if Umbra himself is in range.
- If Umbra falls down a bottomless pit while in Specter mode, he will not be teleported back and will remain missing until players return to Warframe mode.
Radial Blind is also replaced with Radial Howl:
2 50 |
Radial Howl Let out a ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances. Introduced in Update 23.0 (2018-06-15) |
Strength:N/A | |
Duration:7 / 10 / 12 / 15 s | |||
Range:8 / 12 / 15 / 25 m |
Frost
Any melee assailant that strikes Frost has a 10% chance to be temporarily frozen for 20 seconds on impact.
- Freezing chance and duration are not affected by mods.
- Main article: Biting Frost
Biting Frost is a Warframe Augment Mod for Frost's passive, gaining increased Critical Chance and Critical Damage on frozen enemies.
Rank | Crit Chance | Crit Damage | Cost |
---|---|---|---|
0 | +130% | +130% | 6 |
1 | +150% | +150% | 7 |
2 | +175% | +175% | 8 |
3 | +200% | +200% | 9 |
Gara
While standing in light, Gara's glass body has a chance to Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks.
- Can affect Eximus units while Overguard is active.
- Can affect enemies inside a nullifier bubble.
- Enemies must be within line of sight of Gara to be blinded, but do not have to face toward Gara.
- Can refresh blind duration on currently blinded enemies when the passive procs again.
- Affects enemies crystallized by Mass Vitrify.
- Melee finisher damage benefits from the damage multipliers of Splinter Storm and Mass Vitrify.
Garuda
The more Garuda kills the more vicious her attacks become; Garuda gains up to 100% additional damage bonus for her abilities and weapons for each kill or assisted kill.
- Damage bonus increases by 5% per kill.
- After not killing for 5 seconds, the damage bonus decays by 1% per 2 seconds.
- If Garuda is inside an ability-nullifying field, such as those of the Nullifier Crewman, the decay will begin after 1 second between kills at a rate of 2% per 1 second.
- In Landscapes, killing enemies while in Archwing also raises the damage bonus. However, kills on K-Drive do not.
- The buff does not work while on Archwing or K-Drive, however, only when Garuda dismounts and resumes fighting on foot (needs verification).
- Kills made by Garuda while manning a Railjack turret, whether via direct fire or with abilities such as Seeker Volley, also contribute to raising the damage bonus.
- Damage bonus is displayed above the ability bars as a red Garuda's iconic symbol.
- Damage bonus is calculated independent of other damage sources.
- Damage appears to stack multiplicatively, even with other multiplicative sources such as Roar and faction damage mods.
- Every 5% of the gauge filled causes crimson red blood to splatter onto Garuda's body, helmet, and claws.
When no melee weapon is selected in the Arsenal loadout, Garuda Talons ( Prime) become available in the Arsenal screen as an exclusive melee weapon that can be modified separately and equipped for combat during missions.
Unlike most Warframes, when Garuda ranks up she receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:
- +13% / +25% / +38% / +50% / +63% / +75% / +88% / +100% / +113% / +125% Energy capacity at ranks 3 / 6 / 9 / 12 / 15 / 18 / 21 / 24 / 27 / 30 respectively.
Gauss
To achieve supersonic speed, Gauss draws upon both his Energy reserves and his state-of-the-art electrokinetic battery to fuel his abilities. Gauss has access to 80% of the battery in his default state; activating Redline grants access to 100% of the battery. The battery, displayed as a gauge meter above his ability icons, acts as a secondary resource that charges or drains depending on the ability he uses:
Passive
- +~0.5% battery per meter as Gauss moves.
- +?% battery per second while reviving an ally in Bleedout.
- -3% battery if Gauss falls out of bounds.
- -15% battery per second if Gauss stands in a Nullifier Crewman bubble.
- +10% battery on cast.
- +1% battery per enemy hit.
- -1% battery per second while active.
- -1%-5% battery per hit received.
- +0.25% battery per melee hit to enemies.
- -2% battery per second while below 100% on the counter.
- After Redline expires, the battery drains to the amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%).
The amount of battery stored amplifies Gauss's abilities:
- Gauss passively gains bonus Shield recharge rate and shield recharge delay reduction for every point of battery stored in his gauge, up to a maximum of 120% for recharge rate and 80% for recharge delay when the battery is full.
- Affects the damage reduction of Kinetic Plating.
- Affects the damage and status duration of Thermal Sunder.
- Affects the fire rate, attack speed, reload speed, and casting speed bonuses, as well as the Redline counter and projectiles fired when above 80% battery, of Redline.
- Additionally procs special effects of Thermal Sunder when above 80% battery and while Redline is active.
Grendel
Devouring his prey whole, Grendel slowly digests the enemies he swallows via Feast. Each enemy still alive in Grendel's belly passively grants him 250 Armor, to a maximum of 1,250 bonus armor at the 5 enemy cap.
- Passive bonus value is displayed above Grendel's ability icons.
- Gourmand provides an additional 150 armor bonus per enemy at max rank to Grendel's passive, increasing the armor bonus to 400 per enemy and the total armor bonus to 2,000 at enemy cap.
- Armor bonus is added after armor mods such as Steel Fiber. For example, Grendel with a rank 10 Steel Fiber and one enemy alive in his belly will have Total armor = (350 × (1 + 1.1)) + 250 = 985
- Armor bonus adds or subtracts depending on the number of enemies currently residing in Grendel's stomach.
Gyre
Gyre's abilities gain a flat 10% Critical Chance per active Electricity status proc affecting an individual enemy to deal 2.0x Critical Damage against that enemy.
- Bonus stacks additively with Cathode Grace, increasing the overall ability critical chance at lower Electricity status stack counts.
- Passive and Cathode Grace combined provide up to a maximum of 300% ability critical chance.
- From the passive alone, a minimum of 30 Electricity procs will reach the capped ability critical chance.
- Gyre's abilities can reach orange and red critical multipliers to inflict 3.0x and 4.0x ability critical damage.
- From the passive alone, orange crits start at 11 stacks (110% crit chance) and red crits at 21 stacks (210% crit chance) respectively.
- Helminth-subsumed abilities and Railjack turret abilities such as Seeker Volley do not benefit from Gyre's passive.
- Unlike other frame procs, Gyre's ability Electricity procs do not benefit from any bonuses such as Electricity modifiers from Shock Trooper or faction modifiers like Roar and Damage Blessing.
Harrow
Harrow possesses 200% Overshields capacity, granting him a maximum of 2,400 Overshields, and spawns into missions with 100% Energy filled.
Hildryn
Hildryn utilizes her advanced Shielding systems to power all of her abilities. Although she has no Energy capacity, her shields boast additional passive benefits and defensive capabilities:
- Hildryn's Shield Gating is more advanced than other Warframes, bolstering her defenses:
- Overshields protect Hildryn's Health pool from damage types that normally bypass shields to directly affect health, such as Toxin damage and Combat Discipline's health loss per kill.
- Hildryn's Shield Gating grace period is 3.5 seconds when fully charged.
- This passive is shared with ally Warframes and Companions when linked via Haven. Reset is dependent on the allies' own shield bar being fully replenished once protected by invulnerability.
- This passive also works in Archwing combat.
- All of Hildryn's abilities drain her Overshield and Shield points, as she lacks any energy capacity.
- Ability Efficiency mods and abilities affect the shield costs of her abilities instead of energy costs.
- Mods which convert energy spent on abilities to shields (such as Brief Respite or the Augur Mod Set) do not replenish shields.
- Energy Orb pickups restore 25 shield points and instantly reset shield recharge delay.
- Because Hildryn can still pick up energy orbs to restore shield, mods or arcanes that benefit from picking up energy, such as Equilibrium, Energy Conversion, and Arcane Energize, still function.
- However, Arcane Energize has no effect on her, even though it can still trigger.
- Increasing the effectiveness of Energy Orbs with an Amber Archon Shard also works with Hildryn, increasing the amount of shields gained per orb.
- Can only pick up Energy Orbs when Hildryn's shield pool is not at or above maximum.
- Shield points from Energy Orbs cannot create Overshields.
- Because Hildryn can still pick up energy orbs to restore shield, mods or arcanes that benefit from picking up energy, such as Equilibrium, Energy Conversion, and Arcane Energize, still function.
- Hildryn's shield pool stat scales with Warframe rank differently than normal, gaining +25% shield capacity every 2 ranks instead of the usual +20% with all other Warframes, for a total of +250% shields at Rank 30 instead of the usual +200%.
Hydroid
Enemies damaged by Hydroid are permanently more vulnerable to Corrosive Status, with initial status reducing armor by 50% rather than 26%, allowing Corrosive Status to reach 100% armor reduction at full stacks. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source, not just from Hydroid's weapons or abilities, and will receive the benefit.
Affected enemies are marked with a translucent water-dripping Corrosive symbol over their head, and a splashing sound is played when a new enemy is affected. The symbol color is affected by Hydroid's chosen Warframe energy color.
Bosses are immune to the increased armor reduction from Hydroid's passive.
Inaros
Resurrect the undying king of the desert with the death of his foes. On fatal injury and entering Bleedout, Inaros enters an immobile Sarcophagus. Within his tomb, target an enemy or ally on the aiming reticle (default LMB ) to release a beam that continuously inflicts 75 True damage per tick and siphon hitpoints from them, gradually filling his revive meter to allow Inaros to rise again. Alternatively, allies may manually revive Inaros by interacting with his Sarcophagus.
- The revive meter is filled by 0.5% for every 1% of an enemy's combined health and shields removed. At least 2 enemies must be killed for Inaros to be revived.
- If an ally kills the enemy targeted by Inaros, or kills other enemies within ? meters from his Sarcophagus, their deaths will contribute to Inaros' revive meter.
- Siphoning from enemies will pull them toward Inaros. Siphoning from allies will only damage them.
- Siphoning deals True damage per tick, which ignores armor damage reduction. However, it is still subject to other damage resistances and shields.
- Siphon damage is only affected by Provoked.
- Undying Will and Renewal will still function normally on Inaros' Sarcophagus.
- Unairu's Last Gasp will not prompt on Inaros' Sarcophagus.
- Inaros cannot use other weapons in his Sarcophagus.
- The siphoning beam can be nullified from enemies such as Nullifier Crewman or Isolator Bursa.
- Sarcophagus does not prevent Inaros from dying in Arbitrations; he will still enter the Sarcophagus animation before immediately dying.
Killing enemies with melee Finishers restores 20% of Inaros' maximum Health.
- Applies to all finishers, including Ground Finishers and Parazon Mercy finishers.
- Health restore is not affected by mods.
- Inaros can reliably trigger melee finisher prompts by casting Desiccation.
Unlike most Warframes, when Inaros ranks up he receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:
- +15% / +30% / +45% / +60% / +75% / +90% / +105% / +120% / +135% / +150% Health at ranks 2 / 5 / 8 / 11 / 14 / 17 / 20 / 23 / 26 / 29 respectively.
Ivara
Ivara's innate enemy Radar has a larger radius, detecting enemies and displaying their position on the minimap within 50 meters rather than the usual 30 meters. This effect stacks with ( Primed) Animal Instinct, Enemy Radar, Enemy Sense, Stealth Drift, and Vigilante Pursuit.
This can stack to 191 meters, or more with squad members due to sharing the aura effect of Enemy Radar and mods that can affect the Aura like Coaction Drift.
Khora
- For more information on Khora's Kavat, please refer to the tabs below and visit the Venari ability article.
Khora's ferocious Kavat, Venari, fights alongside her with steadfast zeal. Venari is an exclusive Companion for the Khora Warframe, integrated as her signature passive ability. Venari will spawn beside Khora when the player first enters a mission, as a permanent companion that lasts until killed.
While Venari is alive, Khora passively gains a 15% movement speed boost. If Venari is killed, she will respawn beside Khora after 45 seconds, or instantly if summoned via the third ability for an energy cost. Both passive features are tied to Khora's Venari ability allowing her to be modified.
Additionally, Venari is an independent AI-controlled entity from Khora that possesses unique interactions:
- Venari automatically becomes available for customization in the Arsenal by default, when Khora is equipped as the player's current Warframe.
- Venari behaves similar to other Kavats. She will follow Khora and seek out nearby enemies to attack them with her bite and claws, occasionally performing wall attacks. Additionally, she can perform special effects based on her current battle posture.
- Unlike Kavats or other companions, Venari can attack enemies banished by Limbo to the Rift Plane.
- Venari does not perform parkour maneuvers unlike other Kavats and Kubrows.
- Venari will teleport to Khora or her marked target if she is too far away.
- Venari's position on the minimap is tracked via a blue Venari icon.
- When killed, Venari will disappear and wait to respawn instead of entering Bleedout.
- Venari's UI is displayed above Khora's ability icons on the HUD. Her UI consists of her ability icon, her name, the battle posture cycle selection wheel, the currently selected posture, and her Shield and Health bars.
- Upon switching battle posture, the name of the selected posture will briefly appear beside Venari's icon on her UI.
- While Venari is dead, her shield and health bars are hidden from view, as her respawn timer is displayed on the Venari ability icon.
- Venari is not affected by Oberon's passive and Master's Summons.
- Replacing Khora's third ability via Helminth will only remove the ability to mark targets for Venari, change her posture, and resummon her. Venari will still be present and boost Khora's movement speed while alive, due to being part of her passive.
- Venari Bodyguard will still be unable to equipped despite its passive-style effects.
- Additionally to Khora, Venari as well as her Prime counterpart also grant 6,000 mastery points, similar to other companions.
- Venari and Venari Prime are however not listed on a player's profile.
- On Khora Prime, she is accompanied by Venari Prime, acting as a direct upgrade over Venari:
In the Arsenal, the player can modify Venari via the Upgrade tab using Mods and Forma. Whether Khora was crafted or purchased, Venari always comes with a preinstalled Orokin Reactor for doubled mod capacity.
- Venari and Khora both accumulate Affinity and level up in ranks separately.
- Khora can equip a Companion and Venari simultaneously, due to Venari occupying her own loadout slot rather than the companion slot.
- Can equip Kavat and Companion eligible mods, but cannot use unique Precept mods from other Kavat variants.
- Is able to equip Hunter Set Mods, but they do not activate the set bonus nor display the set bonus on the mod descriptions.
- Venari requires individual Forma for Polarization of her mod slots.
- Venari is uniquely affected by the following mods:
- Although Venari has no innate Shield points, she is able to gain a shield bar by equipping Link Redirection.
- ( Primed) Animal Instinct radars stack with other radar mods, including Animal Instinct equipped on Khora's Companion.
- Fetch equipped on Venari will not have its effect stacked with Vacuum equipped on a robotic Companion, or another Fetch equipped on an animal Companion.
- Venari's high base Armor and Health make Metal Fiber and Enhanced Vitality more effective on her than other Companions, surpassing Link Fiber and Link Vitality in effectiveness if Khora herself doesn't invest in the linked stats.
- Venari regains health passively when Rejuvenation or Medi-Pet Kit are equipped.
- Venari gains health when Khora uses her melee weapon, if it is equipped with Life Strike and Healing Return. Health is gained when an enemy is hit and the mod requirements are met.
- Venari cannot benefit from Energy Conversion due to the Ability Strength bonus being consumed by the marking and reviving features of the Venari ability.
- Maul increases both Venari's normal attack damage and her Attack posture Snare damage.
Venari is customizable by accessing the Arsenal. When Khora is equipped, Venari's dedicated loadout section becomes available with Appearance tab for modification.
- Can be colored with Kavat Gene-Masking Kit palettes.
- Cannot equip alternative Kavat skins and armor sets.
- Venari's eye color and regalia color will match Khora's chosen energy color.
- Venari uses a custom model based on the Feral Kavat. Alongside other similar features, Venari is larger in size compared to other Kavats, has metallic lining spread throughout her body, and a single tail with an interchangeable tip, which transforms depending on her current battle posture.
Lavos
<tabber>
|-|Valence Block=
Purifying himself from all ailments, Lavos cleanses all active negative Status Effects and gains status immunity for 10 seconds upon collecting an Energy or Universal Orb. Lavos can only collect a single Energy or Universal Orb every 5 seconds.
- Passive values are not affected by Mods.
- Buff duration is renewed to full upon collecting a new orb.
- Valence Block buff icon and timer are shown beside Lavos' shield and health indicators.
- While activated, three serpent-like energy particle effects encircle Lavos' body.
- If Lavos is injured with missing health, Universal Orbs are collectible to heal him with no cooldown period in between.
- When Lavos' Companion is equipped with Synth Fiber, all nearby Health and Universal Orbs will be collected, bypassing Lavos' innate orb pickup cooldown entirely.
|-|Special Casting=
Limbo
- Main article: Rift Plane
Limbo has access to the Rift plane (Rift for short), an alternate dimension to the normal environment, or material plane. By performing a Roll (default Shift ), a Sidespring (A or D + Shift ), or a Backspring (RMB + S + Shift ), Limbo slides into and out of the Rift at will. This is better known as Rift Walk. Several of Limbo's abilities impose the Rift upon the world around him, affecting himself, the environment, enemies, and even allies.
- When sliding into the Rift, Limbo leaves a portal in his wake that lasts 5 seconds. Ally players can touch the portal to enter the Rift for 15 seconds, after which they will return to the material plane.
- Allies can perform the aforementioned trigger maneuvers to return to the material plane sooner.
- Limbo can use the portal himself to enter the Rift with no time limit, as if rift walking, and can remain indefinitely in either dimension.
- Limbo's Companion will walk the same dimensional plane as its owner.
- Limbo and allies can independently travel across planes by walking through the edge of Cataclysm.
- Coming into contact with a Nullifier bubble will forcefully bring Limbo back to the material plane.
- Additionally, each enemy inside the Rift killed by Limbo grants him 10 energy, regardless of the plane Limbo is in.
Loki
Loki's Wall Latch duration lasts 10 times longer than normal, up to a maximum of 60 seconds.
Mag
Mag automatically Vacuums Pickups that are within 8 meters towards her.
- Pickup radius is not affected by mods.
Mesa
Mesa has improved proficiency with secondary weapons, and gains a health bonus at the expense of not having a melee weapon equipped. The following are passive bonuses available to Mesa:
- +15% fire rate with dual wielded sidearms.
- +25% reload speed for one handed sidearms.
- +50 health when no melee weapon is equipped.
- Health bonus is not affected by mods and (similar to buffs from auras) is not shown in the arsenal.
Mirage
Mirage has an increased proficiency when performing several Maneuvers.
- Sliding lasts 85% longer
- +50% faster Maneuver speed
Nekros
A master of death, Nekros regenerates 5 points of Health any time an enemy dies within 10 meters of him. His passive can also heal Companions.
Nezha
Nezha slides 60% faster and goes 35% farther. These effects stack with Cunning Drift, Maglev and Streamlined Form.
Nezha's passive can be disabled with Controlled Slide.
Nidus
The Infestation dwelling within Nidus mutates rapidly when used against his foes, fueling his abilities and yielding various symbiotic benefits. Nidus possesses various passive mechanics highlighted in the tabs below:
Mutation Stacks are a resource unique to Nidus, indicated by the Mutation counter and gauge displayed in the lower-right on the HUD, above the ability icons.
- The gauge is divided into 5 sections which represent the number of hits dealt to enemies via Nidus' abilities, while the counter at the center of the gauge keeps track of the number of Mutation stacks up to a maximum of 100.
- When generating Mutation, the sections light up clockwise. Once all 5 sections have lit up, the gauge completes a cycle and the sections become unlit again, while the counter increases by 1 Mutation stack. The following abilities generate 1/5th of a Mutation stack:
- Each enemy hit with Virulence.
- Each enemy hit by Ravenous' maggot explosion.
- Each enemy killed from any source while held by Larva at a 50% chance.
- Abilities are not required to deal damage to enemies, only ability contact is needed to increase Mutation stacks.
- When gaining or losing large numbers of stacks, the gauge only changes one at a time, making it difficult to estimate the actual count.
- This can be bypassed by briefly switching to the Operator, as this will instantly refresh to the current amount of stacks.
- Mutation stacks are stored until used by the player. Stacks will not disappear in the event of a host migration.
- Ability-nullifying enemies such as Nullifier Crewman will drain 1 Mutation stack every 2 seconds, ramping up the drain rate the longer Nidus remains in their radius.
- Each Mutation stack causes the gauge to gradually appear more infested, and upon reaching 100 stacks the counter is hidden and the gauge is overlapped by Virulence's ability icon colored in red and black.
- When generating Mutation, the sections light up clockwise. Once all 5 sections have lit up, the gauge completes a cycle and the sections become unlit again, while the counter increases by 1 Mutation stack. The following abilities generate 1/5th of a Mutation stack:
- The amount of Mutation stacks stored benefits Nidus' abilities:
- Increases the damage of Virulence and Ravenous' maggot explosion.
- Parasitic Link costs 1 stack to activate instead of using energy.
- Ravenous costs 3 stacks to activate instead of using energy.
- Nidus' appearance changes as more stacks are collected:
- With the base skin:
- At 3 stacks, tendrils will protrude from his neck and upper spine, while the carapace around his ribs will open.
- At 5 and 7 stacks respectively, the carapace around his thighs and arms will open to reveal more infested flesh and tendrils beneath.
- At 10 stacks, certain sections of his currently-equipped helmet will open up.
- With the base helmet, the sides of his head extend outward to form a pair of horns, also exposing many more tendrils.
- With the Nidus Prion Helmet, the "mouth" and the ligature open up, revealing Void-like energy underneath.
- With the Nidus Myxini Helmet, the helmet opens up down the middle to reveal a monstrous mouth-like face.
- With the Nidus Phryke Skin:
- At 3 stacks, he gains protective armor on his thighs, and his shoulder pads are covered in a cage-like armor with a protruding spike on the top.
- At 5 stacks, a large curved blade appears on each of the shoulder pad spikes.
- At 7 stacks, his forearms are lined with a curved blade that extends two large spikes.
- At 10 stacks, his face becomes covered with a crown-like visor.
- With Nidus Prime:
- At 3 stacks, black tendrils form on the left side of his face, as well as his entire left arm.
- At 5 stacks, the tendrils extend to cover his chest and back.
- At 7 stacks, the right side of his fleshy body becomes covered in a black mass as the golden metallic spikes on his right arm protrude outward, while tendrils form on his lower body.
- At 10 stacks, the tendrils extend to cover his entire face and thighs.
- When stacks fall below the required triggers, Nidus' appearance will revert to the appropriate stage.
- With the base skin:
If Nidus suffers fatal damage with at least 15 stacks of Mutation, Nidus will consume the 15 stacks to avoid bleedout while receiving 5 seconds of invulnerability and restoring 50% of his health.
- A UI banner displaying "Undying" and an invulnerability timer will appear at the top-center of the screen while this passive is activated. The required amount of Mutation stacks will be visibly subtracted from the counter and gauge.
- If Nidus has fewer than 15 Mutation stacks, all stacks will be consumed without benefit.
- If Nidus has 15 or more stacks while Quick Thinking is equipped, Undying will be given a higher priority, triggering before any energy is drained by Quick Thinking.
- Main article: Abundant Mutation
Abundant Mutation is a Warframe Augment Mod for Nidus' passive that increases the amount of max stacks that he can carry but adds a cooldown of 30 seconds to his Undying passive.
Rank | Additional max stacks | Cost |
---|---|---|
0 | +50 | 6 |
1 | +100 | 7 |
2 | +150 | 8 |
3 | +200 | 9 |
Unlike most Warframes, when Nidus ranks up he receives a special set of rank bonuses:
- +10 Health every three ranks, starting at rank 1.
- +20 Armor every six ranks, starting at rank 2.
- +3% Ability Strength every six ranks, starting at rank 3.
- +10 Energy capacity every six ranks, starting at rank 5.
- +2 Health/s regeneration every six ranks, starting at rank 6.
At rank 30, this results in a total of:
- +100 Health
- +100 Armor
- +15% Ability Strength
- +50 Energy capacity
- +15 Health/s regeneration
Nova
Whenever Nova is knocked down, she emits a neutron burst which knocks down and damages enemies in a 6 meter radius and 250 Blast damage.
- Knockdown radius and damage are not affected by Mods.
- Self-Stagger knockdown will also trigger this passive.
Nyx
Enemies are 20% less accurate when targeting Nyx (except while Absorb is active).
Oberon
Creatures of nature rejuvenate in Oberon's presence, causing all Companions to receive +25% Health, Shield and Armor links. Oberon's own Companion also receives 1 instant revive per mission.
- Stacks additively with Link Vitality, Link Redirection, and Link Fiber.
Octavia
Octavia creates musical masterpieces from the Mandachord affixed to her arms that empowers her abilities. She possesses various passive mechanics highlighted in the tabs below:
- For an in-depth guide to the Mandachord by the developers, please visit Update 20.0 (2017-03-24) patch notes and scroll to the Mandachord section.
The Mandachord is a step sequencer that allows the player to compose unique songs and conduct them in full symphony through Octavia's abilities.
- To access the Mandachord menu, open the Arsenal in your ship, equip Octavia, click on the Warframe's Appearance tab, and select Mandachord at the bottom-right of the screen.
- Once inside the Mandachord menu, the player's view will switch to first-person and look downward at the expanded Mandachord on Octavia's left arm.
- The Mandachord menu comprises of all customization options related to Octavia's abilities.
- Each ability is affected by a section of the Mandachord: Percussion ( Mallet), Bass ( Resonator), and Melody ( Metronome).
- Instruments enable selection of different soundpacks for each section (see Octavia's media for available purchases). The Adau soundpack is available by default, sporting drums for Percussion, violin for Bass, and choir voices for Melody.
- Volume Mixer allows volume adjustments for each section. Volume settings will apply during Mandachord customization and to the appropriate abilities during gameplay.
- Track Isolation enables toggling on or off each section for better audio clarity while composing a song.
- Loop allows selection of bars 1 through 4 to continuously loop for note changes comparison while composing a song. Additionally, a bar's notes can be copied to another bar, or completely cleared from the selected bar.
- Composition enables saving new songs, reloading the current song, and loading custom and instrument songs from your playlist.
- The Mandachord may be paused at any time by clicking the Pause button at the bottom-right corner. Click again to resume.
Casting any ability will inspire Octavia and nearby allies with her music, granting the Inspiration buff that replenishes 1 energy per second for 30 seconds. Allies within 15 meters will receive the Inspiration buff.
- Octavia recasting any ability will also refresh the active Inspiration buff's duration.
- Inspiration buff icon is displayed with a duration timer next to the shield and health indicator at the top-right of the HUD.
Protea
After casting three abilities, Protea empowers her next ability cast with an additive 100% Ability Strength bonus. Each ability she casts builds 1 power bar to charge up the power recorder, displayed on the HUD above her ability icons. Once fully charged with 3 power bars, the leftmost slot glows intensely and the bonus ready message is shown above.
- After the bonus is applied, the power recorder empties to reset the cycle.
- Abilities can be cast in any combination to empower a desired ability with the passive bonus.
- Passive bonus grants improvements to the following aspects of each ability:
- Grenade Fan's Shrapnel Vortex damage per second, or Shield Satellite shield restore on attach and shield points per second.
- Blaze Artillery damage per shot.
- Dispensary extra pickup drop chance.
- Temporal Anchor recorded damage conversion.
- Passive values are not affected by Mods.
- Stored power bars are not affected by ability nullifying effects.
- The power recorder is affected by Protea's Appearance colors.
Revenant
Harnessing the essence of Eidolons, Revenant is immune to the Magnetic night waters of the Plains of Eidolon.
Additionally, when his Shield depletes, Revenant emits a 100 damage radial Blast that knocks down enemies within 7.5m. There is a max 75% Damage Falloff at the edge of the blast's radius.
Rhino
If Rhino falls far enough to incur a Hard Landing (even if he avoids the animation, such as by sliding), the ground impact will discharge a shockwave that deals Impact damage in a 6 meter area of effect and knocking down nearby enemies. This stacks with Heavy Impact. There is a max 90% Damage Falloff at the edge of the shockwave's radius.
Saryn
Status Effects inflicted by Saryn's weapons and abilities last 25% longer.
Sevagoth
Intertwined forever in life and death, Sevagoth and his Shadow exhibit numerous unique properties and interactions, highlighted in the tabs below:
Death and rebirth unending. On fatal injury and entering Bleedout, Sevagoth's body petrifies into a broken tombstone as his Shadow manifests itself. Control the Shadow to collect the souls of 5 enemies by casting Consume via the ability, quick melee, or fire weapon buttons with a targeted enemy on the aiming reticle (default 2 , E and LMB respectively), reviving Sevagoth upon a full harvest. Alternatively, allies may manually revive Sevagoth by interacting with his tombstone.
- While the passive is activated, a soul counter appears above Sevagoth's ability icons indicating the number of remaining enemies required to revive Sevagoth, as well as a bleedout gauge that counts down toward his death. If Exalted Shadow is unlocked, the Death Well is replaced by the soul counter until Sevagoth revives.
- Sevagoth's Shadow summoned by the passive is still vulnerable to damage and status effects. It utilizes its equipped Mods and Arcanes, but cannot cast its other abilities. Beware, should the Shadow die, Sevagoth will also truly die, but only in Solo mode. In Co-op, his Shadow simply vanishes, and his tombstone will remain for the rest of his bleedout timer, still available to be revived by his allies.
- Consume is altered to cost no Energy to cast and inflicts armor and shield-bypassing damage equal to the target's total hitpoints, instantly killing non-boss enemies.
- Although Shadow Claws cannot be used to directly attack, Sevagoth's Shadow can still block incoming frontal damage (default hold RMB ) to prolong its durability until the soul harvest is complete.
- However, the claws may still perform a heavy melee attack or slam (default MMB ). Enemies killed via this method do not count toward reviving Sevagoth.
- The player can still reach extraction while bleeding out and controlling Sevagoth's Shadow.
- Undying Will and Renewal will still function normally on Sevagoth's Tombstone.
- Undying Will has no effect when equipped on the Shadow.
- Unairu's Last Gasp will not prompt on Sevagoth's Tombstone.
- Tombstone does not prevent Sevagoth from dying in Arbitrations; he will still enter the Tombstone animation before immediately dying.
- When Sevagoth is the player's equipped Warframe, Sevagoth's Shadow is available for customization with its own Upgrade, Appearance, and Abilities tabs in the Arsenal loadout screen after reaching Warframe Rank 10.
- While controlling Sevagoth's Shadow via the passive ability and Exalted Shadow, the player's HUD fades into a monochrome tint with vaporous visual effects animating along the edges. The Shadow itself visually resides at the eyes of twin storms of darkness that follow from above and below, while a dark fog shrouds the environment in the distance.
- Due to the Shadow's bulk, the player's camera angle is set to a different attach point than Warframes.
- The Shadow can perform all Warframe Maneuvers as well as interactions such as hacking, picking up collectibles such as Ayatan Treasures and Granum Crowns, and reviving allies from Bleedout.
- The Shadow uses custom double jump and dodge animations, where it spins and twirls in a full rotation as it moves toward the input direction.
- However, the Shadow cannot pick up carriables such as Mobile Defense datamasses or Excavation power cells, and cannot interact with Sevagoth's Tombstone to revive himself.
- The Shadow cannot use Gear items or perform Emotes.
- Upon receiving fatal damage, the Shadow does not enter Bleedout state, instead reverting the player's control back to Sevagoth's body.
- While within an ability nullification sphere from enemies such as Nullifier Crewman or Isolator Bursa, Sevagoth's Shadow receives damage to its Health pool as 15% of its maximum health pool every 0.5 seconds.
- Replacing Exalted Shadow via Helminth will remove access to all of the Shadow's abilities. However, Sevagoth's Tombstone passive will still function normally.
- The Shadow's abilities cannot be replaced by Helminth.
- Sevagoth's Arbitration strength bonus does not apply to Shadow's abilities.
- For the exalted weapon article, see Shadow Claws.
- When Sevagoth is the player's equipped Warframe, Shadow Claws is available for customization with its own Upgrade tab in the Arsenal loadout screen after reaching Warframe Rank 10.
- Shadow Claws are accessed via Exalted Shadow and comes with its own unique melee stance, Ravenous Wraith.
- The stance's rank for Shadow Claws corresponds to the ability rank of Exalted Shadow on Sevagoth.
- Shadow Claws' colors automatically match the Appearance loadout of Sevagoth's Shadow.
- Appearance menu consists of helmet, skin, attachments, and color options.
- Attachments only contain the Ephemera selection.
- The Shadow's energy colors automatically match the selected colors on Sevagoth's Appearance loadout.
- The flesh-like collar around Sevagoth's neck is enlarged, causing the lining of spikes to protrude more prominently.
- The inner pieces of the shawl normally dangling freely are enlarged and warped into malleable arms ending in razor-sharp claws. The wires wrapped around his arms become unfurled and hang freely in front.
- Elongated spikes protrude from its spine, while the spinal cord act as a tail.
- Sevagoth's upper and lower limbs as well as his main body are missing, replaced by flowing shadows and ghostly vapor that emanate from the Shadow.
Styanax
Styanax's weapon Critical Chance bonus increases by 1% per 40 Shield points, based on his current total including Overshields. Passive bonus is doubled on Speargun primary Weapons, such as Styanax's signature Afentis, Scourge ( Prime), Ferrox ( Tenet), and Javlok.
- Passive bonus value is displayed as a Buff icon called Hoplite beside Styanax's hitpoint indicators.
- Critical chance bonus percentage changes in real time to reflect Styanax's shield pool.
- Critical chance bonus stacks additively with Mods.
- While Styanax has a Speargun equipped, the Hoplite buff will display the increased critical value, even when holding another weapon.
Titania
Frolicking and fluttering about, Titania passively possesses +25% Bullet Jump and Rolling distance. Casting her abilities rejuvenates Titania and her allies within 15 meters, granting them the Upsurge buff which regenerates 4 Health points per second for 20 seconds.
- Passive values are not affected by Mods.
- Upsurge is granted at the start of Titania’s cast animations, even if her abilities don’t hit their targets.
- The duration of the heal is refreshed on successive ability casts.
- Upsurge buff icon is displayed with a duration timer next to the shield and health indicators, at the top-right of the HUD.
- An icon also appears next to each allied player affected by Upsurge.
- Affected allies includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
Trinity
Talented in rapid restoration and emergency triage, Trinity commences revival of fallen allies in bleedout 25% faster and from 50% further away.
- Passive values are not affected by Mods.
Valkyr
Valkyr is nimble, able to recover from knockdown 50% faster and is immune to Hard Landings, landing with no touchdown delay.
- Knockdown recovery can stack with Handspring and Constitution for up to 250% recovery speed.
- Valkyr's immunity to hard landings prevents her from triggering Heavy Impact.
Vauban
An inventor by nature, the process of creation necessitates demolition and deconstruction. Vauban inflicts 25% extra damage with his weapons and abilities, against enemies that are incapacitated and unable to move. Eligible targets include, but are not limited to, those stunned by an attached Tesla Nervos, entangled by Minelayer's Tether Coil, lifted by Bastille's prison or pulled by its vortex's gravity.
- Damage bonus is not affected by Mods.
- Damage bonus stacks with Minelayer's Overdriver buff for weapon damage only.
- Knockdowns, staggers, and temporary stuns such as Impact and Electricity status effects do not count as incapacitation.
- Damage bonus applies multiplicatively to total damage, according to this formula: Damage × (1 + 0.25)
- Damage bonus applies a second time on status damage, if the damaging status effect is applied while an enemy is incapacitated.
- For example, with a weapon that inflicts 100 damage per shot, that procs a slash status, Vauban's passive will increase the damage per tick from the slash to: 0.35 × 100 × (1 + 0.25) × (1 + 0.25) = 54.6875.
- The damage bonus is multiplicative to faction bonus damage and to Minelayer's Overdriver buff. For example, with a Vauban modded with maxed Intensify, and a weapon that inflicts 100 damage per shot, modded with maxed Serration, maxed Bane of Corrupted, that procs a slash status, on an incapacitated corrupted enemy, Vauban's passive will increase the damage per tick from the slash to: 0.35 × 100 × (1 + 1.65) × (1 + 0.3) × (1 + 0.3) × (1 + 0.25 × (1 + 0.3)) × (1 + 0.25) × (1 + 0.25) = 324.5163.
- If a damaging status effect is applied before the enemy hit is incapacitated, the damage bonus will apply only once. Similarly, the damage bonus for damaging status effects on an enemy is lost should the enemy no longer be incapacitated.
Volt
Traveling along the ground between Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus Electricity damage toward Volt's next weapon attack or ability cast.
- For every 1 meter traveled, 10 points of Electricity damage are added, accumulating to a maximum of 1000 bonus damage.
- Damage is not affected by Ability Strength.
- Static Discharge does not combine with single elements or elemental mods on weapons, the bonus Electricity damage type remains separate.
- Is not affected by damage mods (e.g. Serration) or elemental mods (e.g. Stormbringer).
- Is affected by Critical Hits and the combo counter of Sniper Rifles.
- Even with Multishot only a single hit will gain the damage bonus.
- Does not affect Helminth injected abilities or Shocking Speed sparks.
Wisp
Wisp weaves between dimensions whilst she is airborne, gaining a cloak that renders her and her Companions completely invisible to enemies until she lands or fires a weapon. Wisp's cloak will reactivate briefly after the player stops firing provided they are still airborne.
- The cloak does not wear off immediately after landing, allowing Wisp to constantly remain invisible.
- Hard Landings will dissipate the cloak immediately.
- Silenced weapons will still remove her invisibility.
- Invisibility is not affected by Melee weapon strikes, allowing Wisp to freely use them without making her visible.
- Unlike other invisible abilities, Wisp does not turn transparent. Instead she visually glows and emits energy particles that are affected by her chosen Energy color.
Wukong
Wukong has learned five techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3 of these techniques per mission to avoid death 3 times. Each technique will make Wukong avoid entering bleedout upon taking fatal damage, invulnerable for 2 seconds, restore 50% health, and provide a unique buff.
- Primal Forces: 300% elemental damage for 60 seconds.
- Heavenly Cloak: Invisibility for 30 seconds.
- Invisibility does not reveal Wukong when he attacks.
- Cosmic Armour: Invulnerable for 30 seconds.
- Invulnerability is removed when entering and exiting Operator form (bug).
- Monkey Luck: Enemies killed yield extra loot drops for 60 seconds.
- Stacks with other loot abilities that loot while alive ( Ivara's Prowl), loot while petrified ( Atlas's Ore Gaze), and loot corpse ( Nekros's Desecrate and Chesa Kubrow's Retrieve). However, it does not stack with other loot on death abilities ( Hydroid's Pilfering Swarm, Khora's Pilfering Strangledome, and Wukong's Monkey Luck passive).
- Sly Alchemy: Orbs 4x more effective for 60 seconds.
- All passive values are not affected by Mods.
- When the passive activates, the three randomly selected buffs are briefly displayed as buff icons at the top center part of the HUD. Passive buff icons and timers are displayed beside the shield and health bars.
- These passive buffs cannot be dispelled even if Wukong's abilities becomes disabled, such as falling out of bounds or crossing a Nullifier bubble.
Xaku
Shifting their pieces unpredictably, Xaku has a 25% Dodge chance to harmlessly phase through incoming enemy weapon attacks, while protected by a 25% Damage Reduction against area of effect damage. Passive dodge chance and area damage reduction both raise to 75% while The Vast Untime is activated.
- Passive values are not affected by Mods.
- Enemy attacks affected by the dodge passive include hitscan, bullets, projectiles, and melee attacks. Explosions that occur near Xaku are not dodged, instead Xaku will receive damage reduction against them.
- Evasion (such as from Agility Drift) and Xaku's dodge chances are separate mechanics that do not stack.
- Does not affect Toxin damage and procs.
Yareli
Everflowing with the seas, whenever Yareli moves for at least 1.5 seconds, she gains the Critical Flow buff that increases Critical Chance on her secondary Weapon by 200%. Critical Flow lasts until Yareli stops moving for 1 second.
- Critical Flow additively stacks with other pistol critical chance mods such as Pistol Gambit to increase the secondary weapon's base critical chance stat.
- The condition of movement to activate and sustain Critical Flow involves the player's input of the movement keys (default W A S D ), falling from heights, or certain Maneuvers such as Bullet Jumping, Aim Gliding, and Wall Latching. Object-induced movement such as riding an elevator do not trigger Yareli's passive.
- Merulina's innate K-Drive drifting momentum helps activate and maintain Yareli's passive.
Zephyr
Striking from the skies above, Zephyr is significantly lighter in comparison to other Warframes, dramatically altering her airborne physics. Specifically, she descends slower and has improved aerodynamics which can be used to control her midair movement with greater ease and agility. While airborne, Zephyr's equipped weapons gain a 150% Critical Chance bonus that additively stacks to the bonuses of critical chance Mods.
Zephyr's reduced gravity portion of her passive can be disabled with Anchored Glide.